The idea of having more than one city should enable more girls to be added to the game while increasing time until you get to that constant click phase where all you need to do is click next day. Let's say the first town has five buildings with room caps of 1, 3, 8, 15, 25, and the second city-state has room caps of 3, 7, 15, 30, 50, followed by the third village with 5, 10, 20, 40, 80. Of course the numbers could be tweaked, but the concept remains valid.

That gives near 300 rooms with steady progression through new towns, which could have new events, and different holidays that you have to go to use take a walk on a certain day in a certain city, so there's hidden content. I thought the holidays idea was brilliant. Combining these two ideas, as well as combining the Rival Brothel and Rival Gang ideas so there's new content for every city.

This sounds like a really neat concept in and of itself but whether or not it would be feasible from a 'big picture' perspective would depend a lot on how we handle the competition aspect. I think the most popular suggestion for that so far is to have the three sisters competing against each other but how exactly? Or more specifically, where?

Are they all three following each other from town to town until one of them corners the market and then they all move on? If so then to make this work we'd need approximately 300 girls, enough to fill all available rooms. That would be a lot more than we have now but still doable, although why they'd proceed in such a fashion is frankly beyond me.

However, the way I've always approached it is that each sister would set up shop in a different area, not actually competing for the exact same girls and buildings (most of the time, my game model is kind of hard to explain in a few sentences) but to see who could accomplish the most with the same general starting resources. It would be like three people playing the same video game and whoever ended with the highest score would be the winner. This makes more sense to me from their perspective but to make it work they'd need approximately 300 girls ~each~! Add in a couple of other suggestions that seemed popular and the total number of girls needed could quickly balloon up to about 1500 with up to 5 pics apiece.

Leaving aside for the moment the question of whether we could even find that many girls and whether Blastburn would have the time and energy to work his magic on upwards of 7500 images and still let us see a completed game sometime in our lifetimes, there's still another consideration. If we re-implement training and accessories (two more highly popular suggestions) on any scale whatsoever for that many girls the complexity of the game (and the code) goes up by quantum leaps and bounds.

But what if we picture the 'Floating World' pleasure quarter where the game takes place (which internal evidence suggests is actually an island, btw) kind of like a target. You'd have different neighborhoods in more or less circular bands getting more upscale as you move inwards towards the Cental Palace in the bullseye, which would give you the 'multiple cities' feel that you're suggesting. It could also be more informally divided into north, south, east and west regions, with each sister setting up shop in a different region and trying to work their way through different areas of the same neighborhoods towards the same destination. I think that would give us the best of both worlds and still remain fairly manageable; in my game model I was able to accomplish it with 'only' 750 girls, which is still a lot but only half what would be needed if we do it the other way.

Very true, I was just using the most extreme example to point out essentially what I've always said: that any potential suggestion should be considered in terms of how it would interrelate with everything else in the game. Essentially our ideas are pretty much the same with one using towns and the other neighborhoods, mine was just an attempt to integrate it with other ideas that admittedly no one but me knows because I've never shared the entirety of my game model. Unfortunately, 90% of it only exists in my head at the moment for two reasons, time and the fact that I really have no idea what I'm doing. LOL

Seriously though, I've never tried to spell out a complete game design in terms anyone else would understand before. If there's a format or something that would be universally understood I have no clue what it is so I've had to resort to writing it out more or less like you would a story, with the result that it's fairly meandering and full of possibly unnecessary examples to try and get my point across. That approach takes a lot of time, a commodity that I haven't had a ton of lately what with work and the holidays. I'm off the next couple of days though and I'm hoping to be able to get it locked down a lot more so I can finally share it with the rest of the class as a whole instead of just a bunch of tiny, out of context snippets here and there.

In terms of coding, I don't know that the competition aspect would necessarily have to be as complicated as you're suggesting. If there are, say, three buildings in each city (for example, a shack, hovel, and rickety inn for the poor part of town), all you really have to do is deny the player access to the higher level buildings in the next town until they 'steal' most of the business from the competition, which would just be a numeric goal for the number of customers in general the player has. The competition wouldn't need to be fully coded with all sorts of different girls, each with their own pic set, they would really only need a few girls, for fights and to be taken as spoils of war

Alternatively, you could have the competition requirements be zone-specific, so you would have to have at least one building in the area to compete. That might make a little more sense, but we would have to figure out how the player would get the first building (fighting, buy it, win it in a poker game, etc.).